This presentation definetly covers really good points on what to search to optimize a project or level. I will surely use some of these examples in my project to optimize a lot of BP logic and collisions.
Might look into creating some tool to create queries in the content browser and find any assets that use block all, overlap all and other collision settings.
Edit: You can search the content browser for asset with specific collision type with "DefaultCollision=[Collision preset]", e.g. "DefaultCollision=BlockAll". You can also do != to find not equal to that collision preset
That was so well explained! I want more of this kind of videos!
Thanks for sharing! Great piece of the information!
Love these core talks on topics every developer faces.
This is truly a gem 💎 of a Video. It's an excellent resource to start wrapping your head around Collisions in Unreal Engine.
5/5 🐹🐹🐹🐹🐹
So many things in my game I was doing incorrectly or inefficiently due to my incorrect assumptions about how collision works. MAN, do I wish I had seen this video before I started working in Unreal over a year ago.
Excellent talk. Thank you!
Great presentation. Thanks.
Would have loved to hear more about collision performance.
good talk
This video was great thank you so much! One thing I am struggling on collision right now is projectiles -> I detect their collision by adding a collider to them which overlaps with most things. I check overlap event for that collider to detect the projectile hitting something. Issue is I have to ensure that all objects in the world have to have GenerateOverlapEvents checked to true. I wrote a script that makes that for BlockAll and it works decently, but I feel like maybe is there some better way to do this?
If anyone has experience with this please do let me know, I would appreciate your insight
If you right click an asset you've created you can go to Asset Actions > Edit In Property Matrix and in this tool you can modify the settings of lots of objects at the same time. I think this is what you're looking for.
Can we get some help with the C++ parts of the talk. I removed the custom... collision setting but broke most things :D
There's a plugin on the MP that seems to be doing a lot of what's shown here, called Smart Collision Profiles.
Even if I create an obj channel "player only" and a collision preset "overlapOnlyPlayer" and set both on triggers, I still have to perform the cast to the other actor in order to access its specifics methods and properties right?. Or is he telling that there is a way to avoid casting if u do it this way?.
Yeah you'll still need a cast for that, but by having it respond to the player only, anything that's not the player that might overlap doesn't then trigger the overlap and do a cast that fails. That's where the performance saving comes in
This always depends on what you are trying to achieve or which info you need from the overlapping/hit actor, but if all you need is to execute a piece of code from it, you can always avoid casting by making use of interfaces (which is preferable), you can check if the hit actor implements that interface and call the function you need from there.
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So, I don't know if Unreal changed anything, but there is no such thing as "Line Trace Test" that only returns TRUE or FALSE. Nothing appears in my Blueprint that even remotely matches that, even with context sensitive turned off on search.
That mike picked a bit too much sound from him
tell me about it, im getting more and more irritated as i go through the vid and need cooldown periods :D
The guy was a okay speaker, and he had some useful info to share... but his mike was trying to give us all an ASMR session with his spit.
overall good vid, but i find it "fascinating" 100+ ppl studio didnt bothered to define collisions in documentation to the game untill it became problem, nor why they didnt used inheritance in making outdoor object, id do it somewhat like (parent) OUTDOORS MESHES -> (child) TREE/BUSH + (child) ROCKS + (child) BUILDINGS ? and going down the object oriented programing line
A practical, useful video emerges from the woodwork. The viewcount skyrockets.